WebNovels

Chapter 3 - Mana and Anima

| Tom's Farm | 24.03.1178 |

Naomi:

"Fuck," I whisper to myself, about five hours later as I wake up. "Don't tell me I was that tired."

I glance at the cuckoo clock. It's 12:37 AM. Tom should be asleep by now, so I can't make any noise.

"Come on, I didn't even make it to the third page of the book," I mutter, standing up from the bed.

What even made me fall asleep? I didn't work out much or do chores. I just read the book and ranted about Tom's antics.

"Oh, wait," I whisper, still not knowing why the hell I'm talking to myself out loud again. "Isn't this the perfect moment?"

Mischa, my only trustworthy source of information about magic, gave me the book and told me the "Three Golden Rules of Magic." Yeah, he's overdramatic sometimes, but his tips make sense.

Rule 1: During battles where magic is used, always protect your arms and hands. You need them to form hand signs and cast spells.

Rule 2: Mana is like a muscle—if you train it regularly, you'll be able to cast stronger spells.

Rule 3: Even though mana is like a muscle, you should neither overuse it nor go too long without using it. This is important to prevent Old Man's Disease.

Mischa explained that Old Man's Disease arises from improper mana usage. Once you start using mana, the flow becomes continuous, like an organ that needs regular engagement.

For example, when casting a fire spell, the mana inside your body becomes the energy source. It transforms into flames discharged from your hands, shaped by either hand signs (called gestic spells) or spoken aloud (called oral spells).

If you stop using mana for too long, the flow shuts down permanently, and magic becomes inaccessible for life.

On the flip side, using mana excessively and without rest leads to exhaustion and unconsciousness. After awakening, your mana flow speeds up even without spellcasting. This creates a loop where stronger spells are needed to keep up, and if the balance breaks, the flow shuts down for good.

The term Old Man's Disease comes from older magicians who reduce their mana usage—either because they're no longer needed in battles or because they chose retirement.

The result? Complete deactivation of mana. In Tom's case, for instance, this might be the cause of his dementia.

Even though Mischa doesn't know for sure if Old Man's Disease is behind Tom's condition, he believes it's possible—especially since mana also flows through the brain. Losing that flow could've damaged Tom's mind, turning him into the person he is now.

As I recall the rules Mischa delivered in his usual pretentious way, I try to remember them clearly. If only he talked like a normal person—it would've been so much easier.

I think of the book again. In an instant, I jump out of bed, light a candle, and start reading where I left off.

'The D-tier spell "Leine des Wanderers" is often used as a support spell for basic sealing. It was invented in Malistia by Wilhelm Karador (State Magician, 27 B.Mi.). The spell appears as a chain-like beam shooting straight from the caster's hands after completing the hand signs. Like all Anima-Mana combination spells, it targets the soul directly. This can momentarily paralyze or shock the target, so it's not recommended for real life-or-death situations'

"D-tier spell, huh," I mutter, tracing the edge of the page with my finger.

> > Doesn't sound too complicated. <<

I glance at the illustrations beneath the text—step-by-step diagrams of the hand signs. A mischievous smile forms on my lips.

Only three hand signs. Not nearly as dangerous as it sounded.

But what excites me most is that it's an Anima spell—meaning it strikes the soul.

That's why I have such a good chance of getting into an academy despite my limited experience. I have Anima affinity.

It's rare. You need to be born with it. If someone without this affinity tries to cast the spell, it simply won't work.

You can't train for it. It's innate.

Anima is the soul's manifestation—its essence. The body can't survive without it. Unlike mana, which is expendable, anima defines life.

Your soul—your anima—controls your body and is made up of many aspects I don't fully understand yet. I haven't done much research on it.

All I know is: you need anima affinity to use spells that interact with souls—yours or others'.

This sealing book? It only features spells requiring both anima and mana.

Mischa gave it to me. He was the one who found out I had this affinity. How he did that? No clue. I think I forgot.

I snap out of my thoughts and look at the window. The night air shines through.

I love how the mist wraps the mountain peaks in a mysterious veil of—damn it, why am I trying to sound poetic? I just like the view, okay?

Anyway, I walk over to the window and open it. A soft breeze rushes in, filling my lungs with clean, fresh air.

I'll miss this smell when I finally make it into one of the academies.

"Now that I think about academies…" I murmur, glancing at the book again.

I bite my lip, debating what's on my mind.

> > Should Leine des Wanderers be the first spell I ever cast? Should I do it tonight? <<

I mean, the moonlight and the setting are perfect…

But what if Tom wakes up and panics?

He's always going on about the mountains being dangerous.

After about ten seconds of overthinking, I shrug it off.

"Ahh, come on. The geezer probably won't even notice I'm gone. And what's on the mountain? Goats?"

I head to my wardrobe and pull out my coat. I don't get cold easily, but the weather can turn.

Book under my arm, coat on, I return to the window.

Why use the door and creaky stairs? That'd wake Tom.

The window's not high, and my demi-human genes mean stronger bones. I can take the jump.

I steady myself, book held tight.

"1… 2… 3!"

I leap, land perfectly on my feet, and take a moment to appreciate how badass that was.

Thanks to my enhanced vision, I can see clearly in the dark. My hearing's sharp too—night travel isn't a problem.

I take a deep, excited breath.

Then I head out—toward the mountains.

More Chapters